Abilities: A high Dexterity score increases a ranger’s armor class, since he can only wear light armor. It also applies to many of his skills and increases his attack and damage bonus with ranged combat styles. A ranger who chooses a melee combat style may prioritize a high Strength score over Dexterity. All rangers will want a good Constitution score for more hit points. Intelligence grants the ranger more skill points, and Wisdom determines the saving throws against a ranger’s spell-like abilities.

Weapon and Armor Proficiency: Rangers are proficient with all simple and martial weapons and with light armor and shields (but not tower shields).

Hunter’s Tactics (Ex): At 1st level, the ranger gains knows one special tactic he can use in hunting his prey. He gains additional tactics at levels 2, 4, 6, 8, 10, 12, 14, 16, 18, 19, and 20. At each other level, the ranger may choose to exchange a hunter’s tactic for a different one from the list. Some hunter’s tactics have requirements, which are listed in parentheses. Hunter’s tactics improve at 5th level and every 5 levels thereafter as shown on the table and described in the description of each hunter’s tactic. The bonuses from Hunter’s Tactics do not stack; only the highest relevant bonus applies.

Orisons (Sp): Starting at 1st level, the ranger selects three of the following spell-like abilities that he can use at will: create water, cure minor wounds, flare, guidance, know direction, light, mending, purify food and drink, resistance, and virtue. His caster level for these orisons is one-half his class level (minimum 1).

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Persuasion check made to improve the attitude of a person. The ranger rolls 1d20 and adds his class level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Bonus Feats: At 2nd level, and every 4 levels thereafter, the ranger gains a bonus feat which must be chosen from the following list of feats.
Skill Focus, Wild Cohort, or any Fighter or Scout bonus feat.

Spell-Like Ability (Sp): At 3rd level, and every 2 levels thereafter, the ranger gains a spell-like ability, chosen from the ranger spell list. He can use each spell-like ability once per day, but can select the same spell-like ability more than once, each time gaining an additional daily use). The maximum level of spell-like ability the ranger can choose is shown in the table. The ranger’s 5th level spell list includes awaken, baleful polymorph, cure critical wounds, control winds, summon nature's ally V, and wall of thorns. His caster level for spell-like abilities is one-half his class level (minimum 1).

Uncanny Dodge (Ex): Starting at 3rd level, a ranger cannot be caught flat-footed and reacts to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to armor class even if caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If the ranger already had Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge instead. He loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Flawless Stride (Ex): Starting at 4th level, a ranger may move through any sort of terrain that slows movement (such as undergrowth, marshy ground, rubble, or similar terrain) at his normal speed and without taking damage or suffering any other impairment. This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate. A ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Trackless Step (Ex): Beginning at 5rd level, a ranger can conceal his trail so that he cannot be tracked. This ability duplicates pass without trace, except that it can be used at will with a continuous duration.

Evasion (Ex): Beginning at 7th level, a ranger can avoid damage from certain attacks with a successful Reflex save. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. He loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. A helpless ranger does not gain this benefit.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while making Survival checks without taking the normal -5 penalty. He takes only a -5 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. The ranger may always take 10 on Survival checks, and does not need to actively search for tracks. A ranger who merely passes within 5 feet of tracks is entitled to a Survival check to notice them. The ranger is assumed to be taking 10 on these checks.

Camouflage (Ex): Beginning at 9th level, a ranger can use the Stealth skill in any sort of terrain, even if the terrain doesn’t grant cover or concealment. He loses this ability when wearing medium or heavy armor of when carrying a medium or heavy load.

Improved Evasion (Ex): At 11th level, a ranger’s Evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but now he only takes half damage on a failed save. A helpless ranger does not gain this benefit.

Blindsense (Ex): At 12th level, a ranger gains the blindsense ability out to 30 feet.

Hide in Plain Sight (Ex): Beginning at 13th level, a ranger can use the Stealth skill even while being observed. He loses this ability when wearing medium or heavy armor of when carrying a medium or heavy load.

Improved Uncanny Dodge (Ex): At 15th level, the ranger can no longer be flanked. This defense denies a rogue the ability to sneak attack the ranger by flanking her, unless the attacker has at least four more rogue levels than the target has ranger levels. If a character already has Uncanny Dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Free Movement (Ex): At 16th level and higher, a ranger can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Improved Sniping (Ex): At 17th level and higher, the ranger no longer takes the normal -20 penalty to Stealth checks for hiding after attacking from a hidden position.

Blindsight (Ex): A 20th-level ranger gains the blindsight ability out to 30 feet. His senses become so acute that he can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though he must have line of effect to a creature or object to discern it.

Master Hunter (Ex): At 20th level, the ranger can make a single attack as a full round action. In addition to dealing damage as usual, the target must make a Fortitude save (DC 10 + ½ the ranger’s level + the ranger’s Wisdom modifier). If the target fails the saving throw, it either dies or is rendered unconscious (nonlethal damage equal to current hit point total), as chosen by the ranger when he makes the attack.

Hunter's Tactics

Arcane Hunter: The ranger gains a bonus equal to his Hunt level to Arcana checks and to attack and damage rolls against arcane spellcasters and creatures that use arcane spell-like abilities.

Assassin's Shot: The ranger can apply poison to a weapon as a swift action. In addition, any poison he uses in conjunction with an attack deals 1 extra point of ability damage per Hunt level on both the primary and secondary attacks.

Bane: The ranger gains a bonus to damage rolls equal to 1d6 per Hunt level which replaces the damage bonus from one of of his following tactics: Arcane Hunter, Divine Hunter, Favored Enemy (choose one), Psionic Hunter, or Rival Organization (choose one). The ranger must know the hunter's tactic to which Bane applies.

Battle Fortitude: The ranger gains a bonus equal to his Hunt level to Fortitude saves and Constitution checks.

Climb: The ranger gains a climb speed equal to 10’ per Hunt level, and a bonus to Athletics checks to climb equal to his hunt level.

Conceal Intent: The ranger gains miss chance equal to 10% per Hunt level in any round in which he moves more than 5 feet.

Critical Strike: The damage multiplier of any weapon the ranger wields increases by 1 point per Hunt level.

Distracting Attack: When the ranger deals damage to an enemy with a ranged attack, that target is considered flanked for the round and the ranger’s allies gain a bonus equal to his Hunt level on damage against the target.

Divine Hunter: The ranger gains a bonus equal to his Hunt level to Religion checks and to attack and damage rolls against divine spellcasters and creatures that use divine spell-like abilities.

Evasive: The ranger gains a dodge bonus to armor class equal to his Hunt level.

Fast Movement: The ranger gains a bonus to his speed equal to ten feet per Hunt level.

Favored Enemy: The ranger gains a bonus equal to his Hunt level to all opposed checks and to attack and damage rolls against one type of enemy. Favored enemy options include aberration, animal, construct, dragon, fey, humanoid (choose one subtype), magical beast, monstrous humanoid, ooze, outsider (choose one subtype), plant, undead, or vermin. The ranger can choose this hunter’s tactic multiple times, each time choosing a different enemy type.

Favored Environment: The ranger gains a bonus equal to his Hunt level to ability checks and skill checks while in his favored terrain. Favored terrains include cold, desert, forest, jungle, mountains, plains, planes (pick one, other than the Material plane), swamp, underground, urban, or water. The ranger can choose this hunter’s tactic multiple times, each time choosing a different terrain.

Horizon Arrow: The ranger treats an attack against an enemy far away as if the number of range increments were reduced by his Hunt level. For instance, with Hunt level 3, the ranger can make an attack out to 3 full range increments without penalty, or an attack out to 6 full range increments as if it were 3 range increments away (-6 penalty). This also increases the maximum number of range increments of a weapon by his Hunt level.

Hunter’s Defense: The ranger gains a bonus to armor class equal to his Hunt level.

Hunter’s Reflexes: The ranger gains a bonus equal to his Hunt level to Reflex saves and Initiative checks.

Hunter’s Willpower: The ranger gains a bonus equal to his Hunt level to Will saves and Charisma checks to resist being influenced.

Ignore Miss Chance: When the ranger attacks an enemy with a miss chance, he treats the miss chance as if it were 10% lower per Hunt level, to a minimum of 0%.

Improved Aim: The ranger can take a swift action to aim at his opponent more carefully. When he does so, the next attack he makes targets the enemy’s touch AC instead of its regular AC. The ranger may use this ability once per encounter per Hunt level.

Keenness: The critical threat range of any weapon the ranger wields increases by a number equal to his Hunt level. This increase applies after any other critical threat range increases.

Mark: As a swift action, the ranger can set an enemy as his Mark. The next attack the ranger makes against this enemy causes the target to take a penalty to its ability and skill checks, saving throws, and attack and damage rolls. This penalty lasts until the end of the ranger’s next turn.

No Threat: One ranged attack per Hunt level that the ranger makes in a single round does not provoke attacks of opportunity.

Poison Hunter: The ranger never risks poisoning himself when applying poison to a weapon. The difficulty class of the saving throw versus any poison a ranger delivers through an attack is increased by his Hunt level.

Power Shot: The ranger may subtract a number of points from his attack bonus up to his Hunt level, and add the same number to his damage roll.

Prey: As a swift action, the ranger can set an enemy as his Prey. The next attack the ranger makes against his Prey deals a number of points of ability damage equal to his Hunt level in addition to his weapon damage. The ranger chooses either Strength, Dexterity, or Constitution damage when he sets the enemy as his Prey.

Psionic Hunter: The ranger gains a bonus equal to his Hunt level to Psionic checks and to attack and damage rolls against psionic manifesters and creatures that use psi-like abilities or have the psionic subtype.

Quarry: As a swift action, the ranger can set an enemy as his quarry. The ranger gains a bonus equal to his Hunt level to attack and damage rolls and to all opposed checks against the enemy set as his quarry. The ranger can only ever have one quarry at a time, and the enemy remains set as his quarry until the ranger chooses another one.

Ranged Opportunist: The ranger threatens an area up to 5’ per Hunt level or one range increment, whichever is lower. He may make attacks of opportunity out to that range. If he has the Combat Reflexes feat, he is able to at most one such ranged attack of opportunity per Hunt level in a single round. His ranged attacks of opportunity count against his normal attacks of opportunity in a round.

Riposte: When the ranger takes damage in combat, he may make an attack of opportunity against the attacker. He may use this a number of times per round equal to his Hunt level, which count against his normal attacks of opportunity in a round (normally 1, however a character with Combat Reflexes may take more).

Rival Organization: The ranger gains a bonus equal to his Hunt level to all opposed checks and to attack and damage rolls against enemies belonging to a particular organization. The ranger can choose this hunter’s tactic multiple times, each time choosing a different organization.

Scent: The ranger gains the Scent ability, and a bonus to Survival checks to track equal to his Hunt level.

Skill Mastery: The ranger gains a bonus to one skill equal to his Hunt level, and may always take 10 on this skill.

Skirmish: The ranger deals +1d6 damage per Hunt level to weapon damage rolls when he moves 10 feet or more before attacking.

Sniper: The ranger deals +1d6 sneak attack damage per Hunt level when attacking a foe who is flanked or denied its Dexterity bonus to armor class.

Spell Reflection: When the ranger makes a successful save against a spell that targets him, he is able to reflect the spell upon the caster. The maximum level of the spell that he can reflect is equal to his Hunt level.

Swim: The ranger gains a swim speed equal to 10’ per Hunt level, and a bonus to Athletics checks to swim equal to his Hunt level.

Trapfinding: The ranger is able to find traps as a rogue, and gains a bonus to Mechanics checks equal to his Hunt level.

New Feat

Crossbow Mastery [Fighter]
You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal.
Prerequisites: Dex 15, Point Blank Shot, Rapid Reload, Rapid Shot
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow no longer provokes attacks of opportunity.
Special: A fighter may select Crossbow Mastery as one of his fighter bonus feats.